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Deleted 47 days ago
Deleted 47 days ago

game won't load, bug?

Likely not a problem on our end. Grey screen is usually before the game file is properly loaded in the browser, so it's probably something wrong with the site, your connection, or your browser

injector bug, doesnt get the randowm trait when recruited
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all enemy attack first is way harder than the 3.9 relic.

3.9 took me 2 tries, this took atleast 30 tries

Hmmm I found the enemy attack first mod by itself easier than 3.9 much stronger mod...but yeah maybe its corruption level is a bit low rn

this just an ideia that i have for an relic

???´s relic:

give a random modifier that you dont know,you have to discover

??? corruption level

Could be interesting, and they will only be revealed after their effects are activated once. One problem might be that right now so many relic modifiers will be revealed instantly or right after the first combat, but it could work once there are enough modifiers with delayed effects

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I created an account just to say what I think about this game.
It is good, very good. It's replayable, the idea that the cards are people/monsters instead of just powers is wonderfull. Love the Cthulu/Sci-fi aspect. Love the gameplay and how the abilities can combo and just one miscaculation can lead you to death. And the art is so cool, make me wants to have one in my room.
The relics are great additions, make the gameplay more fun and some really messes you up if you forget them for a second.
I saw some slowing down, but it's probably mon PC doing some shit

Some ideas from me:
-Maybe to go a bit deeper into the roguelike style and give stronger boss after a run or new cards to gain to make it a bit more fresh for the long time player (if doable)
-Add more events. Some good (the stats gains are cool), some bad (oops, you need to choose wich follower will lose stat), some wich reaquires decisions (either the monsters are more tanky or you deal less damage situations). The parentheses are exemples at the top of my head.
-Add more personnality to the follower by giving events that triggers if you have enough of a family of followers or supports (like the decisions to declare your expedition as a crusade if you have enough templar and paladin).
-That would be for people avid of lore like myself, but giving events that give you some lore on the past or the present could be great. Your universe is unique and I think we would be many to want to know more on how the dragon came, how are the nations, what faith is, who are the people that comes with you etc
-Just for fun, but maybe having the ability to name a follower (or an event give you that) with different effects. Maybe you can't change this follower, but it give them more power? What would happen if you name the first wanderer you recruit etc

All in all, I can't wait to see where you are going to take us with your game!
Love from a non native speaker wich wishes you good luck!

Glad you like it!

The roguelite systems will definitely be there for the final release; the only reason it's not in the game right now is because doing save files on webGL is pretty cursed. Narrative content is what we plan to do next! There'll be tons of lore coming with the Codex, and (very likely) a main storyline!

Having unique events based on follower composition is a really interesting idea I never thought of; it definitely has potential, and maybe it can also be based on those build defining followers like helhound.

Naming your first wanderer and making them a "hero" is actually my plan for the first faction! But it'll be a while before I can start to work on factions so we will have to wait...

I am more than happy to learn all of that (can't wait for the codex^^) and happy to help if my ideas can inspire you. Good luck with the saves files too
The factions seems fun, I wish you luck for the future and I will continue to see how you make this incredible game even better^^

few relic ideas: 

 - you have only 2 or 3 option to choose in receuit events.

 - faith is always equal 13

 - additional traits dont apear in the shop

- you must fight bosses but u dont get any reward, also theres no curio events

- many rounds are skipped, but recruit events too( so you fight dragon in around depth 30)

 - as a benefit from another relic: 

Start with sanctuary ( or with samctuary efect)

 - its preety craZy idea, but:

Every follower has randomized combat trait

Locked faith and shorter run definitely can work, and starting with a permanently scaling effect could be cool if balanced right. Don't know if you encountered it yet, but each follower starting with a random aspect is in the game right now!

my game also was alot slower, which never happened in the previous version.

Other than that and some very broken combos the new update is very cool, definitely adds to the replayability.

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the run wasnt anything crazy either, just a tank and some damage dealers, nothing that would’ve lagged the game previously, i just had the multiple trait relic. 

Interesting. Just to clarify, the lag only happens in relic mode or does it also happen in the standard mode?

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yeah i played the normal mode and its fine but when i play the reliquary mode the game start to be more slow

Nice to know! This will really help me to identify the cause

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I think it would be really interesting for a relic effect to be "you cannot skip recruitment events". I think it would be a very interesting change that would mix up gameplay completely, as you now really have to hardfocus on faith generation

Great idea!

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Done. Flawless relic clear with highest corruption.

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Wow.

I thought it's mathematically impossible

is 3.9 the highest? 

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The range for the third relic generation is 3.00~3.99 so there MIGHT be a combination that's higher than 3.90? Tho I'm not sure if such a combination exists yet

probably something along the lines of:

the line in the image

"whenever a follower dies all enemies gain +1 hp"

and a good effec

Deleted 51 days ago

Do you remember what relic modifiers you have during your slow and janky run? There's definitely some that'll take a lot of processing power...

I'm still undecided on whether aspect should be fixed on the locked card tho. I can see arguments both ways.

I give you: the Mathematically Flawless Build, powerful enough to break the game. 

Stopped out at Depth 192.

A lot of the features are 'extra', just to make battles go by faster, but the core of it is...
- Paladin trait.
- Several stacks of Vampirism.
- One serving of Adaptability.
- The Duelist Trait.
- The Charging trait.

Combined, these 5 mean your little guy will outlast pretty much any combat in existence (unless you decide to fight the False Sun for some reason).

I added in the Crow Trait to him just so that the random damage deals with Free Company Wall faster, and Prismatic for combat-speed reasons, but the above ingredients are essentially all you need to create this Ludicrous build.

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game broke here. I think Dragoon is strong even if it can only have 3 or 4 traits. It went from worst unit to best unit in game.


The Inheritance relic has a bug currently where this shows up on initial Wanderer recruitment, and I can't actually recruit a wanderer. This softlocks the whole run.

Fixed! Appreciate the report!

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I have a few ideas for followers, aspects and other things. I think there could be more support followers who would buff other followers. I was thinking for example about something like making adjecting followers get 1.5 times stats, or giving adjecting followers permanently 1 damage at the end of the round, or making all followers get 1 less damage (good counter for firework master), or retriggering combat trait to the follower on the right/left. Another interesting follower could be a guy who copies everything of the follower on the right/left (combat and additional traits too). These followers would allow for creating cool combinations.

 I think it would be useful to have some counters for bosses or opponents with traits. One of them could be reducing the damage taken by all followers, which with a few of them could completely eliminate the threat from firework master. a folkower that attacks the opponent with the lowest health instead of the first one could also be useful. A more expensive follower that disables all traits at the beginning of the opponents' fight and for one round of the opponents it hits could also be good. This would allow for a greater variety of strategies because some of them always lose to specific bosses.

I would also change the follower that steals 2 damage from the recruited damage. to the fact that it would steal all stats from the recruited one and destroy him in the process. The only option to stop it would be to swap it for another follower. Another useful follower would be one that deals damage to all opponents (AOE). For balance, it could get 2 times less stats, or something like that. It would be a good alternative to crow and would not lag so much with high damage.

as for additional traits, some of the above followers could be turned into additional traits. in addition, I have an idea to make it possible to have more than 8 followers through the negative trait - a follower with this trait would not take up space. and when you have a lot of followers, I noticed that you only see those who are currently attacking and you cannot move the view. could this be changed? another trait could be the regeneration trait - after each hit you get 2 or 3 health.

and finally a few more suggestions. I think that the faith limit could be slightly increased, e.g. to 22 or 24, this would strengthen builds with high faith production a bit and maybe there could be a few more expensive followers, e.g. for 22. the last thing I think that the ability to reroll multiple times by buying an upgrade to reroll multiple times would be useful.

The Aspire/Familiar synergy is absolutely broken.

I've recently been addicted to this game and in doing so I've gotten to round or well depth 77 as my highest ( maze hunt ended the run ) I can say the reaper carried with 3x paliden dmg buff 

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My game froze after spawning too many cards. I was able to spawn 84 cards total, but I think it broke before it reached 42 spawned cards. (Bee swarm had 2 health, so uncertain if reviver support had already popped.)

It's a shame, because I thought I finally had a deck that could reach +100. Double stat gain reclaimer goes hard.

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Deck:

  • Revive portal: Revive all non-support followers with 1 health + At the start of battle, spawn a tentacle
  • Beekeeper: Upon death, spawn 2 bee swarms + Upon death, spawn 2 bee swarms
  • Hound: At the start of battle, summon an identical hound + Upon death, spawn 2 bee swarms
  • Helhound: Upon death, repeat the death action of death followers - At the start of battle, summon a 1/1 copy of the follower
  • Helhound: Upon death, repeat the death action of death followers - At the start of battle, summon a 1/1 copy of the follower
  • Dancer: Let's the next follower attack in its place
  • Dancer: Let's the next follower attack in its place + This unit can attack an additional time
  • Reclaimer: Gain +1/+2 when a follower dies + Gain double stat gains

I was genuinely surprised by how far I got with this build. I'm adding the specifics at a later moment!

Is it allowed to use Cheat Engine to speed up the game?

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play the game however you like!

Thanks. I was just wondering what is your view on interfering with the game, because after many games the wait times becoming so painful. It is nice to be able to speed up the game and specially if you getting above like 70 level. 

Cool game anyway. Are you planning to add other types of gameplay any time soon?

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Understandable. Eventually there'll probably be settings to speed up the transitions but we haven't got to that yet. And the reliquary mode is almost done! Should be able to post it next week or the week after.

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oh my goodness

wth man, what round did you get to?

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I have suggestions. from my experience, there is practically only 1 combination that can consistently survive above depth 140. I think it would be a good idea to have more combinations that are actually very good (now it seems to me that the only good late game strategy is aspiring aspect + familiar strategy , or bee strategy. This could be done even without adding new followers, just fixing some combinations that seem like they should work, but they don't (e.g. familars don't get statistics from another one, you can't upgrade a unit's combat trait with an artificer many times, you can't give a dragoon's combat trait to a unit, the additional attack of an additional trait is not multiplied by a dancer (if applied to another dancer too), etc.) another thing is that some followers or additional traits are much too weak, even if not on their own, they simply don't fit into almost any combination, and it's definitely worth changing them to better fit different strategies. these new combos could then be difficult to do in a normal playthrough (to prevent from abusing them ), and would be geared towards endless mode. finally, an alternative to crow would be useful (high random or AOE damage), and in the initial few depths, a slightly larger store size would be helpfull (I often had a situation where I simply restarted when I didn't get faith's production at the beginning, without which it's hard to good start)

Yeah... Aspiring + Familiar is definitely the anomaly since it's the only cubic scaling in the game. I'm currently in the process of looking at all the least used followers and see if there can be a similar cubic scaling mechanic, but it's tricky since the while system is reeeaaally not designed to have scale infinitely (as in endless mode). Multiplying dancer's attack could work since charging aspect is the only way to make dancer attack twice and it's already pretty rare, I'll do some testing on that to see if it'll be too op. However, artificer and dragoon will be hard to implement, since the "+1 to all values" effect is not a variable, but a different version of the follower; and what dragoon is doing is change the first aspect into its intrinsic trait instead of actually getting 2 aspects.

I agree that early game need some small adjustments. The current plan is to adjust the spawn rate of initiate and supplicant when the player is on low faith and make the 4-choice recruit events show up 1-2 depth early. Hopefully that'll make the early game feels more fair.

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There's another interesting combo I have in mind... involving duelist trait, somehow her switch hp and atk counts as stat gains. Which can be doubled, and then copy by (forgot the character's name) w/ also a doubling stat gain trait (so a quadruple). 

The issue is... it's NOT a faith build so I gotta get lucky with the rolls
And a non AoE has too many weaknesses... Enemy with max dmg taken 5 / hit, or reduce dmg taken to 1. 

Those bs, so unless there's a way to create a self-healing monster (Which I thought we could w/ paladin + winemaker's trait, turns out it doesn't work) Death is but absolute.

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Where did you get that idea? Duelist invert stats doesn't count as stats gain.

Rlhf8h.jpg

It is now with the latest update!

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after this update this combo also have cubic scale and this is even more op then aspirating aspect - i menage to get around 1 500 000 damage and 3 500 000 health on familiar with crow trait. My game crashed but it wasnt even maxed because a had only 3 mirroring dancers (without obelisk )working on duelist with 35 basic health and 3 damage. This beast can with adaptive aspect, double bigger stat every  atack so after 7 atack he has 32 times 2 to power of 7 atack ( after just one round !)

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Weird. Doesn't seems to work for me. Duelist attack doesn't get doubled with Adaptive Aspect. 

EDIT:
It works. I was using Unity WebGL Player to play game and it is not updated somehow.

https://html-classic.itch.zone/html/12174289/V14.5/index.html

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It deals ~400 dmg on opening. The only weakness is the enemy's trait reduce dmg by 1. 
(3 Ravens w/ Copy, Reaper with Emissary, Refiner w/ Copy, Emissary w/ Copy, Paladin w/ +1 faith / dmg taken) 

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The character that reduce all dmg to 1 + (Fractured Aspect + Winemaker) 

EDIT: It doesn't work, the best thing u got is mirroring a tower... or fractured + support traits 

cant wait for full version this game is great I've beaten it about 10 times and i love the game; although i think there is a need for some speed ups on the end of combat scene and entering any instance

Very cool!

The art direction is absolutely top notch!

The gameplay is rewarding and actually thoughtful which is perfect for a game like this.

adaptive duelist and family (or familier) (the one with the trait gaining stats like the adjacent unit) seems good but not. At first, I thought family (or familier) would gain the stats when duelist switches his stats but not, sadly. And somehow, when the family (or familier) gains stats from its trait, the gaining stats effect doesnt trigger on (the special visual effect). However he still can get stats tho.

Ok, first of all fucking good game, that aout of the way, it''s critic-ing time:


There are some combos and combinations that:

  1. Don't work how you think they will work
  2. You have no clue how they could even work

Me and my friend were playing with a cloning and extra triggers build and sometimes we could barely guess how things would turn out. Don't get me wrong, i like the experimenting aspect of trying different strategies and see how they work, but this is a very punishing game and the runs can get long, so it ends up feeling very bad when you lose a core because you guessed wrong what would happen.


The endless mode works funny, even tho the game adds new enemies and mechanics, it really feels like a mode you aren't supposed to play. It gets too hard too fast and the hunts mecahnic just break, you can go on hunts, but they don't have rewards? and also sometimes bosses appear normally for no apparent reason? wat? The core punishment is also too strict, they are an important mechanic for you to progress forward in early game and a precious resource towards end game, just to become completly irelevant post-end-game.


Also, i think the game could really use some kind of re-roll mechanic, mainly for early-game since it is so harsh. maybe just adding some extra choices in some shops would suffice. Again the early game is very harsh, it really turn offs the will to play.

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another question - does sumoned ( mirroring aspect ) obelisks also can trigger other abilities ( for example prospector aditional trait)?

 Theoretically yes.

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there is a Bug - prospectors start of the comber ability ( aspirating aspect ) don't trigger more than twice even with multiple obelisks. I had a familiar with 9999 damage and they didn't copy his attack even though I still had one unused obelisk

Obelisk make the effects trigger twice, not an additional time. It's intended that obelisks don't stack.

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It would be nice to have a mode to choose the cards to try different combinations without resorting on randomness to see how the cards would work. And is there anything to recover the core health?

The game is good.

Just one point I'd like: option to speed up to x10.

yes.

i would love if this game haved a version for mobile :)

Me: this build is pretty strong I'll probably get to the next hunt

The post dragon Maze on his way to destroy my build.

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Found a bug:

Sculptur didn't summon any scuptures for some reason. I don't quite remember the circumstances, but I had no other supporters when I bought it, and I had an Artificer rerolled to trigger adjacent follower start-of-combat effeccts twice.

Edit: I've disabled it again. There was no obvious answer, but I've rerolled a combat trait again, so that might be it no matter the outcome.

Appreciate the report! I'll try some random testing with sculptor to see if I can recreate it...

Refiner doesn’t activate stingers ability when it does damage to it. Is this intentional?

An oversight! Will make it work in the next update

At later levels even though the monsters have > 10k helath the moment it take any damage it reverts to 9999. no sure if that is intended

Huh that's weird...I'll investigate

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to be fair my attack is also limited to 9999, so it is impossible to beat pass 200 if my attack is capped.

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Speculation: what is the cultist follower a cultist of? It's not a cultist of the dragon, otherwise they wouldn't join us, so are they a cultist to the same thing the supplicants and emmisary's are, but then why doesn't the cultist have the pink coloring?

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